Information Processing Method

ABSTRACT

An information processing method is provided. The method includes: a motion control including an area object and an operation object is provided on the GUI, and an initial position of the operation object is within a range of the area object; a first sliding touch operation is detected on the motion area, and the operation object is moved within a predetermined range according to a movement of a touch point of the first sliding touch operation; the position of the operation object is detected on the GUI, and in response to a staying duration of the operation object in a preset area on the GUI exceeding a preset duration, the operation object is controlled to enter a position-locked state; and, under the position-locked state, the virtual character is controlled to continuously move in the game scene.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present disclosure is a continuation of U.S. application Ser. No.17/033,954, which is a continuation of U.S. application Ser. No.16/053,842, which claims the benefits of Chinese patent application No.201710938854.8, which was filed with the SIPO on Sep. 30, 2017 and isfully incorporated herein by reference as part of this application.

TECHNICAL FIELD

The present disclosure relates to the technical field of games, and inparticular to an information processing method and apparatus, anelectronic device, and a storage medium.

BACKGROUND

In many video games performed by mobile terminal, at least, movementdirection of a visual character is controlled by a virtual joystick. Auser may adjust position of the virtual joystick by pressing andcontrolling the virtual joystick. At this time, the movement directionof the character will also be changed along with a relative position ofthe virtual joystick. When a finger of the user releases the virtualjoystick, the movement of the character will automatically be stop.

SUMMARY

At least one embodiment of the present disclosure provides aninformation processing method and apparatus, an electronic device, and astorage medium.

In one embodiment of the present disclosure, an information processingmethod is provided by executing a software application on a processor ofa mobile terminal and rendering a graphical user interface (GUI) on atouch screen of the mobile terminal, and contents displayed by the GUIat least including a partially game scene and a partially virtualcharacter. The method includes:

providing a motion control on the GUI, the motion control including anarea object and an operation object, and an initial position of theoperation object is within a range of the area object; detecting a firstsliding touch operation on the operation object, and moving theoperation object within a predetermined range according to a movement ofa touch point of the first sliding touch operation; detecting theposition of the touch point on the GUI, and under the condition of theposition of the touch point satisfying a preset condition, providing anindication locking object on the GUI; determining the touch point movesinto a range of the indication locking object, and controlling theoperation object to enter a position-locked state; and controlling,under the position-locked state, the virtual character to continuouslymove in the game scene at least according to a locking position of theoperation object.

In another embodiment of the present disclosure, an informationprocessing apparatus is provided by executing a software application ona processor of a mobile terminal and rendering a GUI on a touch screenof the mobile terminal, and contents displayed by the GUI at leastincluding a partially game scene and a partially virtual character. Theapparatus includes:

a first providing component, configured to provide a motion control onthe GUI, the motion control including an area object and an operationobject of which an initial position is within a range of the areaobject; a first detection component, configured to detect a firstsliding touch operation acting on the operation object, and move theoperation object within a predetermined range according to a movement ofa touch point of the first sliding touch operation; a second detectioncomponent, configured to detect a position of the touch point of thefirst sliding touch operation on the GUI, and provide, under thecondition of the position of the touch point in the GUI satisfying apreset condition, an indication locking object on the GUI; adetermination component, configured to determine the touch point movesinto a range of the indication locking object, and control the operationobject to enter a position-locked state; and a first control component,configured to control, under the position-locked state, the virtualcharacter to continuously move in the game scene at least according to alocking position of the operation object.

In another embodiment of the present disclosure, an electronic device isprovided. The electronic device includes: at least one processor; and atleast one memory, configured to store at least one executable indicationof the at least one processor, and the at least one processor isconfigured to execute the information processing method by executing theat least one executable indication.

In another embodiment of the present disclosure, a computer-readablestorage medium is provided, on which at least one computer program isstored, and the at least one computer program is executed by at leastone processor to implement the information processing method.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flowchart of an information processing method according toan embodiment of the present disclosure.

FIG. 2 is a schematic diagram of a game scene according to an embodimentof the present disclosure.

FIG. 3 is a schematic diagram of a graphical user interface of a mobileterminal according to an embodiment of the present disclosure.

FIG. 4 is a schematic diagram of a motion control according to anembodiment of the present disclosure.

FIG. 5 is a schematic diagram of movement control according to a firstexemplary embodiment of the present disclosure.

FIG. 6 is a schematic diagram of movement control according to a secondexemplary embodiment of the present disclosure.

FIG. 7 is a schematic diagram of an interaction operation indicationaccording to a first exemplary embodiment of the present disclosure.

FIG. 8 is a schematic diagram of an interaction operation indicationaccording to a second exemplary embodiment of the present disclosure.

FIG. 9 is a schematic diagram of an interaction operation indicationaccording to a third exemplary embodiment of the present disclosure.

DETAILED DESCRIPTION

In order to make those skilled in the art better understand solutions ofthe present disclosure, the following describes solutions clearly andcompletely below in the present disclosure.

Compared with the related art, the related art has at least two problemsas follows:

firstly, when control a visual character to move, a hand of a user needsto be keep pressing a joystick area, therefore, exploration into otherkinds of gameplay is limited;

secondly, the above-mentioned mode is low in operation efficiency, andparticularly, when a hand operating on a graphical user interface (GUI)is moved in a high speed or baffles in the game scene are dense, avisual character position cannot be effectively adjusted, therefore,user experience is poor.

In one embodiment of the present disclosure, an information processingmethod is provided. It should be noted that the steps shown in theflowchart may be performed in a computer system such as a set ofcomputer-executable indications. Although a logical order is shown inthe flowchart, in some cases, the illustrated or described steps may beperformed in a different order from the order shown in the flowchart.

FIG. 1 is a flowchart of an information processing method according toan embodiment of the present disclosure. This method is provided byexecuting a software application on a processor of a mobile terminal andrendering a GUI on a touch screen of the mobile terminal, and contentsdisplayed by the GUI at least include a partially game scene and apartially virtual character. The method may include the steps asfollows.

At step S110, a motion control is provided on the GUI, the motioncontrol includes an area object and an operation object, and an initialposition of the operation object is within a range of the area object.

At step S130, a first sliding touch operation is detected on theoperation object, and the operation object is moved within apredetermined range according to a movement of a touch point of thefirst sliding touch operation.

At step S150, a position of the touch point of the first sliding touchoperation on the GUI is detected, and when under the condition ofposition of the touch point satisfying a preset condition, an indicationlocking object is provided on the GUI.

At step S170, the touch point is determined to move into a range of theindication locking object, and the operation object is controlled toenter a position-locked state.

At step S190, the virtual character is controlled, under theposition-locked state, to continuously move in the game scene at leastaccording to a locking position of the operation object.

The information processing method in the present exemplary embodimentcan achieve the technical effects in the following aspects.

In one aspect, the method provided does not require a user to operatethe motion control all the time, therefore, the user can perform otheroperations during a movement of a character.

In another aspect, the method can be applied widely, be suitable formobile terminals that support a touch operation, and reducesrequirements for device hardware.

In another aspect, the operation during performing the method is moreintuitive and convenient, and operation success rate and accuracy aregreatly improved.

The method solves the technical problem that a movement control mode ofa visual character in a mobile terminal game is low in efficiency,narrow in adaptability, not intuitive, and not convenient enough.

In the following, the steps of the information processing method in thepresent exemplary embodiment will be further described.

Contents on the GUI may include an entire part of the game scene, andmay also include part of the game scene. For example, as shown in FIG.2, since a game scene 230 is relatively large, local content of the gamescene 230 is displayed on a GUI 220 of a mobile terminal 210 duringrunning the game. The game scene may be a square shape as shown in FIG.2 or other shapes (e.g., a circle, etc.). The game scene may includeground, mountains, rocks, flowers, grass, trees, buildings, and thelike.

The content on the GUI may include an entire part of a virtual characteror a part of an virtual character. For example, in a third personperspective game, the content on the GUI may include the entire part ofthe virtual character such as a virtual character 350 shown in FIG. 3.For another example, in a first person perspective game, the content onthe GUI may include part of the virtual character.

In an optional embodiment, the GUI includes a mini-map. The mini-map maybe a thumbnail of the entire game scene (e.g., 310 in FIG. 3), or may bea thumbnail of a local part of the game scene. Different details may bedisplayed in the mini-map for different types of games (e.g., details ofmaps that may be used for assisting each user to determine the positionof the virtual character controlled by this user in the game world,real-time positions of ally virtual characters controlled by teammates,real-time positions of enemy virtual characters, current game scenevision information, etc.). The mini-map may be displayed at the upperleft, upper right, or other positions on the GUI. The present exemplaryembodiment is not limited to the displayed position of the mini-map.

In an optional embodiment, the GUI includes at least one signal icon(e.g., signal icons 321, 322, 323 in FIG. 3). The at least one signalicon may be located at the upper left, upper right, or other positionsof the GUI. The at least one signal icon may also be located on the sameor different sides of the GUI. The present exemplary embodiment is notlimited to the position of the at least one signal icon on the GUI.

At step S110, a motion control is provided on the GUI, the motioncontrol includes an area object and an operation object, and an initialposition of the operation object is within a range of the area object.

As shown in FIG. 3, a motion control 330 may be provided on the GUI. Asshown in FIG. 4, the motion control 330 includes an area object 331 andan operation object 332 of which an initial position is within the rangeof the area object. Shapes of both the area object 331 and the operationobject 332 are circular, and the initial position of the operationobject 332 is at the center of the area object 331. The area object 331may be generated at a predetermined position on the GUI, or may also begenerated at a starting position of a touch operation.

In an optional embodiment, the shape of the area object 331 is circularas a whole, and the area object is provided with a direction indicatoron a circumference thereof. A number of the direction indicator may beat least one. As shown in FIG. 4, the direction indicator is used forindicating a movement direction of a virtual character corresponding toa current position of the operation object 332. According to theembodiment shown in FIG. 4, the direction indicator includes up, down,left and right arrows, which respectively corresponds to up, down, left,and right directions. A user may be prompted by specially rendering thedirection indicator corresponding to the moving direction of the currentvirtual character. In an exemplary embodiment, a single indicator may beadopted, and the indicator is controlled to move in a periphery of thearea object according to the position of the operation object, so thatthe direction indicated by the single indicator is consistent with themoving direction of the virtual character.

According to an optional embodiment as shown in FIG. 4, the operationobject 332 is a circle located at an initial position, and the initialposition is at the center of the area object 331.

In an optional embodiment, at least one of the area object 331 and theoperation object 332 is oval, triangle, rectangle, hexagon, otherpolygon, etc., or irregular image (e.g., horseshoe, tiger head, bearpaws, etc.)

In an optional embodiment, the operation object 332 is located at apredetermined position in the area object 331, and is not limited to acenter or a mass center position of the area object 331.

At step S130, a first sliding touch operation is detected on theoperation object, and the operation object is moved within apredetermined range according to a movement of a touch point of thefirst sliding touch operation.

For example, as shown in FIG. 5, when a first sliding touch operationacting on the operation object 332, the operation object 332 iscontrolled to move within the range of the area object 331 according tothe movement of the touch point of the first sliding touch operation.The touch point between the finger of a user acting on a touch screenmoves from a starting position 333 of the operation object 332 to theoutside of the area object 331. When the touch point is within the rangeof the area object 331, the operation object 332 is controlled to movealong a movement of the touch point of the first sliding touchoperation. When the touch point moves beyond the range of the areaobject 331, the operation object 332 may not move beyond the range ofthe assisting object 331, as shown in FIG. 5. A direction A is adirection from the starting position 333 of the operation object 332 tothe current touch point, and the operation object 332 is located on thedirection line A. When the touch point moves, the position of theoperation object 332 may be changed. That is, the direction A may bechanged. Moreover, the virtual character 350 is controlled to move inthe game scene along the direction A.

In an optional embodiment, when a first sliding touch operation is actedon the operation object, the operation object is controlled to movewithin a predetermined range according to a movement of a touch point ofthe first sliding touch operation. The predetermined range refers to acircular range having a predetermined length as a radius and apredetermined position in the area object as a center.

For example, as shown in FIG. 6, when a sliding touch operation is actedon the operation object 332, the operation object 332 is controlled tomove within a predetermined range 334 along a movement track of a touchpoint of the sliding touch operation. The predetermined range 334includes at least one of followings: the range of the area object; and,a circular range having a predetermined length as a radius and apredetermined position in the area object as a center.

The touch point of the finger of a user acting on the touch screen movesfrom a starting position 333 of the operation object 332 to the outsideof the predetermined range 334. When the touch point is within thepredetermined range 334, the operation object 332 is controlled to movealong a movement track of the touch point of the sliding touchoperation. When the touch point moves beyond the predetermined range334, the operation object 332 may not move beyond the predeterminedrange 334. A direction A is a direction from the starting position 333of the operation object 332 to a current touch point, and the operationobject 332 is located on the direction line A. When the touch pointmoves, the position of the operation object 332 may be changed. That is,the direction A may be changed. Moreover, the virtual character 350 iscontrolled to move in the game scene along the direction A.

In an optional embodiment, when a distance between the touch point and acenter of the area object 331, or a distance between the touch point andthe initial position of the operation object 332 is greater than apredetermined distance, the area object 331 and the operation object 332are controlled to move along with the touch point.

In an optional embodiment, a moving speed of the virtual character 350is determined according to the distance between the touch point and thecenter of the area object 331, or, a moving speed of the virtualcharacter 350 is determined according to the distance between the touchpoint and the initial position of the operation object 332 in the areaobject 331. For example, as the touch point is gradually far away fromthe center of the area object 331 or gradually far away from the initialposition of the operation object 332, the moving speed of the virtualcharacter 350 is increasing. When the distance between the touch pointand the center of the area object 331, or the distance between the touchpoint and the initial position of the operation object 332 is smallerthan a preset distance, the moving speed of the virtual character 350 isa first preset speed. When the distance between the touch point and thecenter of the area object 331, or the distance between the touch pointand the initial position of the operation object 332 is greater than orequal to the preset distance, the moving speed of the virtual character350 is a second preset speed. In an embodiment, the second preset speedis greater than the first preset speed.

At step S150, a position of the touch point of the first sliding touchoperation on the GUI is detected, and when under the condition ofposition of the touch point satisfying a preset condition, an indicationlocking object is provided on the GUI.

The position of the touch point of the first sliding touch operation onthe GUI is detected, and a locking intention of the user may bedetermined by detecting whether the position of the touch point on theGUI satisfies a preset condition. The preset condition may be that thedistance between the touch point and the center position of the areaobject is used as a determination condition, or whether the touch pointenters a trigger locking area is used as a determination condition, orwhether stay time period of the touch point in the preset area exceedspreset time period is used as the determination condition, or otherconditions that can be used for determining the operation intention ofthe user. The present embodiment is not limited to the content of thepreset condition.

In an optional embodiment, a indication locking object is provided onthe GUI. A locking indication may be text indication information,graphic indication information, or a combination of the text indicationinformation and the graphic indication information, which is not limitedherein. In this way, it is possible to provide a guiding indication forthe interactive operation, which is convenient for intuitive operation.

The position of the indication locking object on the GUI may bedetermined by the positions of the touch point and the motion control.For example, the indication locking object is located on an extensionline of the connection between the touch point and the initial positionof the operation object, as shown in FIG. 7. The indication lockingobject may also be located at a fixed position on the GUI. For example,the indication locking object is located at the upper side of the motioncontrol, as shown in FIG. 7.

For example, the position of the touch point of the first sliding touchoperation on the GUI is detected. As shown in FIG. 7, when the positionof the touch point satisfies the preset condition (for example, thedistance between the finger touching a screen and an initial position333 of the operation object), an indication locking object 710 isprovided on the GUI. The indication locking object 710 includes textindication information “locked” for instructing the player to furthermove the touch point to a position at which the indication lockingobject 710 is located so as to lock the operation object.

In this way, the operation is more intuitive and convenient, and theoperation feedback is clearly given, which can improve the success rateand accuracy of the locking operation.

In an optional embodiment, the step S150 includes that: when thedistance between the touch point on the GUI and the initial position ofthe operation object in the area object is greater than a presetdistance, the indication locking object is provided on the GUI.

For example, whether a indication locking object is provided on the GUImay be determined is based on whether the distance between the touchpoint and a preset position in the area object is greater than a presetdistance. Or, whether an indication locking object is provided on theGUI may be determined according to whether the distance between thetouch point and the initial position of the operation object in the areaobject is greater than a preset distance. In this way, a distancethreshold may be set to prevent the player from mis-operation, andcomparing to controlling the pressing force, controlling the movingdistance of the touch point is more convenient for the user and theoperation success rate is greatly improved.

In an optional embodiment, the GUI includes a preparation locking area,and the step S150 includes that: when the touch point moves into thelocking preparation area, an indication locking object is provided onthe GUI. The shape of the locking preparation area may be any shape, maybe a visually visible area, or may be a visually invisible area. Theshape of the locking preparation area may be any shape, may be avisually visible area, or may be a visually invisible area. The positionof the locking preparation area on the GUI may be determined by theposition of the touch point and the position of the motion control. Forexample, the locking preparation area is located on an extension line ofthe connection between the touch point and the initial position of theoperation object. The locking preparation area may also be located at afixed position on the GUI. For example, the locking preparation area islocated at the upper side of the motion control.

For another example, a locking preparation area 810 may be disposed at apredetermined distance above the area object 331. The lockingpreparation area may be a triangle as shown in FIG. 8 or a fan shape orother shape. An annular area may be provided as the locking preparationarea in the periphery of the area object 331 on the GUI. When the touchpoint moves into the locking preparation area, a indication lockingobject is provided on the GUI. In this way, the distance between thelocking preparation area 810 and the area object 331 or the appropriateinner circular radius of the locking preparation area (for example, theannular area) may be set to prevent the player from mis-operation.Controlling the moving distance of the touch point is more convenientfor the player than controlling the pressing force, and the operationsuccess rate is greatly improved. The inner and outer contours of thelocking preparation area may also be other shapes, such as an ellipticalshape, or other irregular shapes.

In an optional embodiment, the step S150 includes that: when the stayingduration of the touch point in a preset area on the GUI exceeds a presetduration, a indication locking object is provided on the GUI.

A shape of the preset area may be any shape, may be a visually visiblearea, or may be a visually invisible area. The position of the presetarea on the GUI may be determined by the position of the touch point andthe position of the motion control. For example, the preset area islocated on an extension line of the connection between the touch pointand the initial position of the operation object. The preset area mayalso be located at a fixed position on the GUI. For example, the presetarea is located at the upper side of the motion control.

For another example, the preset area may be disposed at a predetermineddistance above the area object 331 on the GUI. The shape of the presetarea may be a triangle (810 in FIG. 8) as shown in FIG. 8 or a fan shapeor other shape. An annular area may be provided as the preset area inthe periphery of the area object 331. When the staying duration of thetouch point in the preset area on the GUI exceeds the preset duration,the indication locking object is provided on the GUI.

It should be noted that in FIG. 7, the operation object 332 is locatedwithin the range of the area object 331, and the operation object 332 isnot at the same position as the touch point (the touch position of thefinger of the player on the GUI). However, as mentioned and shown in theforegoing and FIG. 5 and FIG. 6, the positional relationship between theoperation object 332 and the touch point is not limited to that shown inFIG. 7, and the operation object 332 and the touch point may also belocated at the same position on the GUI (the operation object followsthe touch point). Or, the operation object 332 is outside the areaobject 331, and the operation object 332 and the touch point are locatedat different positions on the GUI, as shown in FIG. 6.

At step S170, the touch point is determined to move into a range of theindication locking object, and the operation object is controlled toenter a position-locked state.

For example, after the indication locking object 710 is provided on theGUI, as shown in FIG. 7, the position of the touch point is continuouslydetected, and when the touch point is determined to move into the rangeof the indication locking object, as shown in FIG. 9, the operationobject is controlled to enter the position-locked state.

The position of the operation object is kept unchanged under theposition-locked state.

For example, after the operation object entering into theposition-locked state, as shown in FIG. 9, and in response todetermining an terminal operation of the first sliding touch operation(for example, the finger of the player or other touch objects leave thescreen of the mobile terminal), the position of the operation object onthe GUI may also be kept unchanged. That is, the position of theoperation object is kept, when the operation object enters the lockedstate. Under the locked state, the operation assisting object may bewithin the range of the area object, or beyond the range of the areaobject, or within the range of the indication locking object.

At step S190, the virtual character is controlled, under theposition-locked state, to continuously move in the game scene at leastaccording to a locking position of the operation object. The stepincludes that: the virtual character is controlled to move in the gamescene according to a locking position of the operation object, or, alocking direction is determined on the GUI according to the lockingposition of the operation object, and the virtual character iscontrolled to move in the game scene according to the locking directionon the GUI.

It should be noted that controlling the virtual character to move in thegame scene according to the locking position of the operation objectrefers to determining the locking position of the operation object as avariable for controlling the movement of the virtual character in thegame scene. The variable may be one of multiple variables forcontrolling the virtual character to move in the game scene, or may bethe unique variable.

The virtual character is controlled to move in the game scene accordingto the locking position of the operation object. For example, under theposition-locked state as shown in FIG. 9, the operation object 332 islocated above the area object 331, and the virtual character 350 may becontrolled to move in the game scene according to the locking positionof the operation object, such that the virtual character 350 also movesabove the GUI. Similarly, under the position-locked state, when theoperation object 332 is located at the right side of the area object,the virtual character 350 may be controlled to move in the game sceneaccording to the locking position of the operation object, so that thevirtual character 350 also moves in the right direction on the GUI.

In an optional embodiment, the virtual character is controlled tocontinuously move in the game scene according to a locking position ofthe operation object and a current orientation of the virtual characterin the game scene. The locking direction is determined according to thelocking position of the operation object 332.

According to the locking direction, the virtual character 350 iscontrolled to continuously move in the corresponding direction. Forexample, corresponding relationship between the locking direction andthe moving direction of the virtual character is set advance, and themoving direction of virtual is same as the current orientation of thevirtual character (in one of the corresponding relationships, the upsideof the locking direction corresponds to the front of the currentorientation of the virtual character, the left side of the lockingdirection corresponds to the left side of the current orientation of thevirtual character, the right side of the locking direction correspondsto the right side of the current orientation of the virtual character,etc.). Then, according to the locking direction determined by thelocking position of the operation object 332 and the presetcorresponding relationship, the virtual character is controlled to movein a corresponding direction. Under the position-locked state as shownin FIG. 9, the operation object 332 is located right above the areaobject 331, and the virtual character 350 may be controlled to movetoward the front of the orientation of the virtual character in the gamescene according to the locking position of the operation object.Similarly, under the position-locked state, when the operation object332 is located in the left direction of the area object, the virtualcharacter 350 may be controlled to move toward the left side of theorientation of the virtual character in the game scene according to thelocking position of the operation object.

In an optional embodiment, the step 190 includes that: the virtualcharacter is controlled to continuously move in the game scene accordingto the locking position of the operation object and a preset position inthe area object.

In an optional embodiment, the GUI includes an orientation control area,and the method further includes that: a second sliding touch operationacting on the orientation control area is detected under theposition-locked state; and the orientation of the virtual character inthe game scene is adjusted according to a movement of a touch point ofthe second sliding touch operation, and the virtual character iscontrolled to move in the game scene according to the locking positionof the operation object and the orientation of the virtual character.

The contour shape of the orientation control area may be any shape,e.g., a predetermined shape of a game system such as a rectangle, acircular rectangle, a circle, an ellipse, or a user-defined shape. Thesize of the orientation control area may be any size. The orientationcontrol area may be located at any position on the GUI. For example, thecontour shape of the orientation control area is a rectangle, and theorientation control area and the motion control are respectively locatedat both sides of the GUI. As shown in FIG. 9, the orientation controlarea may be located at the right side of the GUI. The orientationcontrol area may be an area with a visual indicator, such as an areahaving at least a partial bounding box, or a color-filled area, or anarea having a predetermined transparency, or other areas capable ofvisually indicating the range of the orientation control area. Asanother optional embodiment, the orientation control area may also be atouch control area not having a visual indication. In an optionalembodiment, an operation control may be included in the orientationcontrol area, and the operation control may be controlled to move withina preset range according to a sliding operation.

Under the position-locked state, the second sliding touch operationacting on the orientation control area is detected, and the orientationof the virtual character in the game scene is adjusted according to themovement of the touch point of the second sliding touch operation. Thatis, when the operation object is under the position-locked state, theorientation of the virtual character in the game scene may still beadjusted by the second sliding touch operation received by theorientation control area. For example, under the position-locked state,at time point T1, the virtual character is in a first orientationdirection (e.g., north direction) in the game scene. After adjusting theorientation of the virtual character by the second sliding touchoperation, under the position-locked state, at time point T2, theorientation of the virtual character is changed to a second directionfrom the first orientation direction (e.g., west direction) in the gamescene. Since the operation object is under the position-locked state(for example, the position shown in FIG. 9), the user does not need tooperate the motion control, the virtual character may automatically movein the first direction in the game scene, and after adjusting theorientation of the virtual character by the second sliding touchoperation, the virtual character may still automatically move toward thecurrent orientation (moving in the second direction) in the game scene.In this way, not only the left hand of the user is liberated, but alsothe flexibility of the movement operation is increased. The user canadjust the moving direction of the virtual character in the game sceneby the simple operation of the right hand under the position-lockedstate of the operation object, and the automatic moving state of thevirtual character in the game scene will not be interrupted, whichgreatly improves the operation efficiency.

In an optional embodiment, the GUI includes a cancellation locking area,and the method further includes that:

a third sliding touch operation acting on the cancellation locking areais detected under the position-locked state, and when detecting thethird sliding touch operation, the operation object is controlled toquit the position-locked state.

For example, under the position-locked state, the user may perform otheroperations in the game with the left hand, and when the user wants toquit the position-locked state, the user may click the cancellationlocking area on the GUI. When detect a touch operation acting on thecancellation locking area, the operation object is controlled to quitthe position-locked state.

In an optional embodiment, the locking cancellation area at leastpartially covers the indication locking object.

In an optional embodiment, the method further includes that: whendetermine a preset cancellation locking operation, the operation objectis controlled to quit the position-locked state. For example, when theoperation object is under the position-locked state and determine askill release triggering operation (for example, a shooting operationtriggering operation), the operation object is controlled to quit theposition-locked state. Or, when detect a touch operation acting on themotion control, the operation object is controlled to quit theposition-locked state.

In another embodiment of the present disclosure, an informationprocessing apparatus is provided by executing a software application ona processor of a mobile terminal and rendering a GUI on a touch screenof the mobile terminal, and contents displayed by the GUI at leastincluding a partially game scene and a partially virtual character. Theapparatus includes:

a first providing component, configured to provide a motion control onthe GUI, the motion control including an area object and an operationobject of which an initial position is within a range of the areaobject;

a first detection component, configured to detect a first sliding touchoperation acting on the operation object, and move the operation objectwithin a predetermined range according to a movement of a touch point ofthe first sliding touch operation;

a second detection component, configured to detect a position of thetouch point of the first sliding touch operation on the GUI, andprovide, under the condition of the position of the touch point on theGUI satisfying a preset condition, an indication locking object on theGUI;

a determination component, configured to determine the touch point movesinto a range of the indication locking object, and control the operationobject to enter a position-locked state; and

a first control component, configured to control, under theposition-locked state, the virtual character to continuously move in thegame scene at least according to a locking position of the operationobject.

In another one embodiment of the present disclosure, an electronicdevice is also provided. The electronic device includes: at least oneprocessor, and at least one memory configured to store at least oneexecutable indication of the at least one processor, such as at leastone application program. The at least one processor is configured toexecute at least one executable indication to perform the followingsteps:

providing a motion control on the GUI, the motion control comprising anarea object and an operation object, and an initial position of theoperation object is within a range of the area object;

detecting a first sliding touch operation on the operation object, andmoving the operation object within a predetermined range according to amovement of a touch point of the first sliding touch operation;

detecting the position of the touch point on the GUI, and under thecondition of the position of the touch point satisfying a presetcondition, providing an indication locking object on the GUI;

determining the touch point moves into a range of the indication lockingobject, and controlling the operation object to enter a position-lockedstate; and

controlling, under the position-locked state, the virtual character tocontinuously move in the game scene at least according to a lockingposition of the operation object.

In another embodiment of the present disclosure, a computer-readablestorage medium is also provided. A program product capable ofimplementing the above method of the present specification is storedthereon. In some possible implementation manners, various aspects of thepresent disclosure may also be implemented in the form of a programproduct, which includes at least one program code for causing a terminaldevice to execute the steps according to various exemplaryimplementation manners of the present disclosure described in the“Exemplary Method” section of the present specification when the programproduct runs on a terminal device. It may use a portable Compact DiscRead-Only Memory (CD-ROM) and include at least one program code, and mayrun on a terminal device such as a personal computer. However, theprogram product of the present disclosure is not limited thereto, and inthis document, the readable storage medium may be any tangible mediumthat contains or stores a program. The program may be used by or inconjunction with an indication execution system, device, or apparatus.

The program product may employ any combination of one or more readablemedia. The readable medium may be a readable signal medium or a readablestorage medium. The readable storage medium may be, for example but notlimited to, an electrical, magnetic, optical, electromagnetic, infrared,or semiconductor system, apparatus, or device, or any combination of theabove. More specific examples (non-exhaustive listings) of the readablestorage medium include: electrical connectors with one or more wires,portable disks, hard disks, Random Access Memories (RAMs), ROMs,Erasable Programmable Read-Only Memories (EPROMs or flash memories),optical fibers, portable CD-ROMs, optical storage devices, magneticstorage devices, or any suitable combination of the above.

The sequence numbers of the foregoing embodiments of the presentdisclosure are for description and do not represent the advantages anddisadvantages of the embodiments.

In the foregoing embodiments of the present disclosure, the descriptionof each embodiment has its own emphasis. For the part not described indetail in one embodiment, reference may be made to the relevantdescription of other embodiments.

In some embodiments provided by the present disclosure, it shall beunderstood that the disclosed technical content may be implemented inother modes. For example, the apparatus embodiment described above isschematic. For example, the division of the components or elements isthe division of logical functions, and there may be additional divisionmodes during practical implementation. For example, a plurality ofelements or assemblies may be combined or integrated to another system,or some characteristics may be omitted or may be not executed; and inaddition, displayed or discussed mutual coupling or direct coupling orcommunication connection may be performed via some interfaces, andindirect coupling or communication connection between apparatuses orelements may be in an electrical form, a mechanical form or other forms.

The elements illustrated as separate components may be or may not bephysically separated. Components for element display may be or may notbe physical elements. That is, the components may be located at a placeor may be distributed on a plurality of network elements. The aims ofthe solutions of the embodiments may be achieved by selecting some orall elements according to actual requirements.

In addition, all function elements in all embodiments of the presentdisclosure may be integrated in a processing element, or each elementmay exist separately and physically, or two or more elements may beintegrated in an element. The integrated element may be implemented in ahardware form or may be implemented in a software function element form.

When the integrated element is implemented in the form of a softwarefunction element and is sold or used as an independent product, theproduct may be stored in a computer-readable storage medium. Based onthis understanding, the technical solutions of the present disclosuremay be substantially embodied in the form of a software product or partscontributing to the traditional art or all or some of the technicalsolutions may be embodied in the form of a software product, and acomputer software product is stored in a storage medium, including aplurality of indications enabling a computer device (which may be apersonal computer, a server or a network device) to execute all or someof the steps of the method according to each embodiment of the presentdisclosure.

It should be noted that the specification and claims of the presentdisclosure and terms “first”, “second”, etc. in the foregoing drawingsare used for distinguishing similar objects rather than describing aspecific sequence or a precedence order. It will be appreciated that theterms used in such a way may be exchanged in appropriate conditions, inorder that the embodiments of the present disclosure described here canbe implemented in a sequence other than sequences graphically shown ordescribed here. In addition, terms “include” and “have” and anyvariations thereof are intended to cover non-exclusive inclusions. Forexample, it is not limited for processes, methods, systems, products ordevices containing a series of steps or elements to clearly list thosesteps or elements, and other steps or elements which are not clearlylisted or are inherent to these processes, methods, products or devicesmay be included instead.

Obviously, the described embodiments are a part of the presentdisclosure and not all of the embodiments. All other embodimentsobtained by persons of ordinary skill in the art based on theembodiments of the present disclosure without creative efforts shallfall within the protection scope of the present disclosure.

What is claimed is:
 1. An information processing method, provided byexecuting a software application on a processor of a mobile terminal andrendering a graphical user interface (GUI) on a touch screen of themobile terminal, and contents displayed by the GUI at least comprising apartial game scene and a partial virtual character, the methodcomprising: providing a motion area on the GUI, the motion area isprovided with an area object and an operation object, and an initialposition of the operation object is within a range of the area object,wherein the motion area is used for controlling the virtual character tomove in the game scene; detecting a first sliding touch operation on themotion area, and moving the operation object within a predeterminedrange determined by the area object according to a movement of a touchpoint of the first sliding touch operation; detecting the position ofthe operation object on the GUI, and in response to a staying durationof the operation object in a preset area on the GUI exceeding a presetduration, controlling the operation object to enter a position-lockedstate; and controlling, under the position-locked state, the virtualcharacter to continuously move in the game scene.
 2. The method asclaimed in claim 1, further comprising: In responding to a settingoperation, adjusting an inner circular radius of the preset area.
 3. Themethod as claimed in claim 1, wherein the preset area is in a peripheryof the area object.
 4. The method as claimed in claim 1, wherein thepreset area is visually invisible area.
 5. The method as claimed inclaim 1, further comprising: In responding to the operation objectionmove in the preset area, switching a first speed of the virtualcharacter to a second speed of the virtual character, wherein the firstspeed is different from the second speed.
 6. The method as claimed inclaim 1, wherein the preset area is an annular area.
 7. The method asclaimed in claim 1, wherein the preset area is located at a fixedposition at a upper side of the area object on the GUI.
 8. The method asclaimed in claim 1, wherein the preset area is located on an extensionline of the connection between the touch point and the initial positionof the operation object.
 9. An information processing method, providedby executing a software application on a processor of a mobile terminaland rendering a graphical user interface (GUI) on a touch screen of themobile terminal, and contents displayed by the GUI at least comprising apartial game scene and a partial virtual character, the methodcomprising: providing a motion area on the GUI, the motion area isprovided with an area object and an operation object, and an initialposition of the operation object is within a range of the area object,wherein the motion area is used for controlling the virtual character tomove in the game scene; In responding to a staying duration of theoperation object in a preset area on the GUI, moved by a first slidingtouch operation, exceeding a preset duration, controlling the operationobject to enter a position-locked state; and controlling, under theposition-locked state, the virtual character to continuously move in thegame scene.
 10. The method as claimed in claim 9, further comprising: Inresponding to a setting operation, adjusting an inner circular radius ofthe preset area.
 11. The method as claimed in claim 9, furthercomprising: In responding to a setting operation, adjusting a distancebetween the preset area and the area object.
 12. The method as claimedin claim 9, further comprising: In responding to the operation objectmoving within the area object according to a movement of a touch pointof the first sliding touch operation, controlling the virtual characterto move at a first speed; In responding to the operation object movingfrom the area object to the preset area, controlling the virtualcharacter to move at a second speed switching from the first speed. 13.The method as claimed in claim 9, further comprising: In responding tothe operation object moving from the area object to the preset area,controlling a moving status of the virtual character, wherein the movingstatus including one of the followings: moving at a first speed, movingat a second speed.
 14. The method as claimed in claim 9, wherein theposition of the operation object on the GUI is kept unchanged under theposition-locked state.
 15. The method as claimed in claim 14, whereinthe position of the operation object is within the range of the areaobject.
 16. The method as claimed in claim 14, wherein the position ofthe operation object on the GUI is beyond the range of the area object.17. The method as claimed in claim 14, wherein the position of theoperation object is within the range of the preset area.
 18. Anelectronic device, comprising: at least one processor; and at least onememory, configured to store at least one executable indication of the atleast one processor, wherein the at least one processor is configured toexecute the information processing method: providing a motion area onthe GUI, the motion area is provided with an area object and anoperation object, and an initial position of the operation object iswithin a range of the area object, wherein the motion area is used forcontrolling the virtual character to move in the game scene; detecting afirst sliding touch operation on the motion area, and moving theoperation object within a predetermined range determined by the areaobject according to a movement of a touch point of the first slidingtouch operation; detecting the position of the operation object on theGUI, and in response to a staying duration of the operation object in apreset area on the GUI exceeding a preset duration, controlling theoperation object to enter a position-locked state; and controlling,under the position-locked state, the virtual character to continuouslymove in the game scene.
 19. The electronic device as claimed in claim18, wherein the at least one processor is configured to further executethe information processing method: In responding to a setting operation,adjusting an inner circular radius of the preset area.
 20. Theelectronic device as claimed in claim 18, wherein the at least oneprocessor is configured to further execute the information processingmethod: In responding to a setting operation, adjusting a distancebetween the preset area and the area object.